194w ago - A few days back PlayStation 3 developer squarepusher2 announced that the Nintendo Gameboy / GBA Emulator PS3 Port known as VBA PS3 would soon become VBANext, and today subcon959 has made available an unofficial VBANext PKG file for PS3 users to try out while awaiting an official release.

(PS3) Uses systemDrawScreen() macro now instead of IFDEF __CELLOS_LV2__ hackery to make a direct call to Graphics->Draw and psglSwap.

(PS3) Cleaned up code duplication in menu code (Core) Doesn't try to set regparm attribute now for non-x86 platforms

Changed blip_med_quality back to blip_good_quality

Patches to PS3 sound driver so it works with the new sound approach

Dumps VBA samples all at once, reports NUM SAMPLES

Rearranged damn headers again - we need a common.h NOW

Added USE_CACHE_PRETCH around instrinsics

Added USE_CACHE_PREFETCH around intrinsics

Had to move some #defines around - broke the build last commit

reordered top of file so headers come first - added string.h and stdio.h under __GNUC__ preprocessor

added string.h and stdio.h #includes under ANDROID preprocessor

Removed unused friend class 'Blip_Reader' from Blip_Buffer

Removed garbage files from PS3 buildtools

(Core) Removed GEKKO defines for cheat code (PS3) Had to add Cellframework1 for FileBrowser and OSKUtil - needs to be rewritten for Cellframework2 though.

Removed reinserted files from unused directory

Removed revert garbage files ending with '.orig'

(Core) USE_AGBPRINT and USE_CHEATS defines can now be used - reinserted files that were necessary for these parts to work.

(Core) There were some calls to doDMA in both the if and else blocks of certain conditionals - cut down on the amount of times this function is called by giving doDMA parameters instead that are defined inside these if-else codeblocks.

(Core) Removed CPUisGBAImage - this was a copy of utilIsGBAImage in GBA.cpp that was strangely never used at all. Perhaps this was never properly refactored and moved to Util.cpp. (PS3) changed buffer.c into buffer.inc and included it into audioport.c.

Expanded iteration macros

Changed NO_DEBUGGER defines to USE_DEBUGGER - no more double-negative define

Cleaned up a lot of header files - Cut down on GEKKO defines - Changed 'FRAMESKIP' define to 'USE_FRAMESKIP' to fit in with the rest of the VBANext switch naming convention. It will automatically define USE_FRAMESKIP if you define 'FRAMESKIP' - so it is backwards compatible in a sense.

Cleaned up a lot of unnecessary includes and cut down on some GEKKO ifdefs.

To quote: I am pleased to finally release my teams port of VBA (Visual Boy Advance) to the public. It is a clean port of the most recent VBA-M emulator, that is fully functional, equal to our teams SNES9X-PS3 and FCEU-PS3 releases.

We spent some time optimizing it. The VBA-M source is not conducive to being run on the PPU. After applying many small optimizations we have obtained 60fps in all the important games. Enjoy GB and GBA with shaders!

Up - Go up one setting.
Down - Go down one setting.
Left - Change setting to the left.
Right - Change setting to the right.

Circle - Go back to ROM menu/Go back to previous Settings screen
Start - Reset the setting back to the default value.
R1 - Go to the next Settings screen
L1 - Go to the previous Settings screen
L3 + R3 - Return back to game (if a ROM is loaded)

2.1.3 CONTROLS IN-GAME

Nothing worth really explaining here -

R3 + L3 - Press these two buttons together while in-game to go back to the ROM browser menu.

Right analog stick - Left - Move current savestate slot one slot backwards
Right analog stick - Right - Move current savestate slot one slot forward

To play a game with a USB controller as Player 1, start up your PS3 and rather than using the Sixaxis/DualShock3, plug in an USB port before connecting the controller to the PS3 - your USB pad should then become Controller 1.